Here are more detailed explanations of the abilities of each class. Note, this page may contain spoilers, so read at your own risk!
|Guardian's Will||Passive||Guardian generates current AGGRO on any enemy in a 5x5 square around the Guardian at the begining of turn.||CD: 0|
|Shield Bash||Active||DEF+2d6 Damage to single target + 1 turn stun.||CD: 3|
|Grapple||Active||STR+2d6 to single target in row in front of Guardian. On success, moves unit one space closer to the Guardian.||CD: 3|
|Counter Strike||Passive||Guardian automatically counterattacks a fully blocked attack. This can only happen once until Guardians next turn. Critical Blocks are treated as normal.||CD: 0|
|Sentinel||Reactive||Guardian can intercept any targetted damage in place of an ally and taunts the attacking enemy.||CD: 3|
|Defensive Stance||Active||Guardian negates all damage taken until Guardian's next turn.||CD: 4|
|Foresight Aura||Passive||The Oracle can block any ranged attack in a 3x3 square centered around the Oracle. If the attack is blocked, the Oracle taunts the attacking unit.||CD: 0|
|Temporal Shift||Active||The Oracle grants an Ally 1 extra attack. The Oracle gains all AGGRO generated by that extra attack. Temporal Shift does not reduce cooldowns or proc until next turn effects.||CD: 4|
|Refresh||Passive||The Oracle recovers HP equal to 50% INT at the beginning of the Oracle's Turn.||CD: 0|
|Rewind||Active||Restore target ally to the status they had at the end of the previous turn. Cooldowns are not affected by this ability.||CD: 8|
The Oracle prevents 2d6+INT from an incoming INT targetted attack on an allied unit, and 50% of that value is reflected at the attacking unit. The rest of the damage is defended as normal by the original targetted unit. The Oracle taunts the attacking unit.
150%(INT+2d6) damage to single target and gains a shield that absorbs damage equal to 50% of the damage dealt.
Weapon Master AbilitiesEdit
Offensive Stance: W. Master converts 50% of AGI to STR
Defensive Stance: W. Master converts 50% of STR to AGI
W. Master chooses a stance at the beginning of combat.
Active & Reactive
|150%(STR+2d6) to single target, can be used to counterattack a ranged attack. This ability ignores unit collision.||CD: 3|
|Spin Attack||Active||200%(STR+2d6) to all enemies adjacent to the Weapon Master.||CD: 3|
|Crushing Smash||Active||W. Master hits the target in front for STR+2d6. 50% of the damage dealt to the original target is applied to up to 3 adjacent units behind the original target. The additional damage cannot be defended.||CD: 3|
|Morale Boost||Passive & Active||
Passive: Allies gain +1 STR and +1 AGI for each enemy that dies in combat.
Active: Doubles the Passive bonus for 2 turns, passive bonus are then reset to 0.
|Battle Frenzy||Passive||Pirate gains +1 STR for each 10 HP Pirate is missing.||CD: 0|
|Swig of Grog||Active||Pirate heals 10% of max HP and gains +STR equal to 50% of Pirate's current STR until end of next turn.||CD: 3|
|Plunder||Active||STR+2d6 to single target. If the roll is a 6, 7, or 8, the party finds bonus coin, if the roll is a 9 or a 10, the party finds bonus potions, if the roll is a 11 or 12, each member of the party gains an additional loot roll of increased rarity.||CD: 3|
|Shiver Me Timbers!||Active||Pirate forces an enemy to attack the Pirate on the enemy's next turn. Damage from that enemy cannot reduce the Pirate's health below 50%, unless damage from that attack would result in the Pirate's death.||CD: 3|
|The Will of D.||Passive||Reduces the duration of crowd control status effects on the Pirate by 1 turn (crowd control effects do not include damage over time status effects or stat reducing status effects).||CD: 0|
|Vital Strikes||Passive||The Assassin gains +1 crit chance for each dagger that he has equipped when using melee attacks.||CD: 0|
|Sneak Attack||Active||AGI+2d6 damage to single target. This ability has a +1 chance to critical hit.||CD: 3|
|Stealth||Active||Assassin becomes stealthed, generates no aggro, and gains +AGI equal to 2x his/her STR while effect is active. Lasts for 3 turns.||CD: 6|
|Speed Demon||Passive||Critical hits on a single target by Assassin increase Assassin's critical hit chance on that target by +1 up to a total bonus of +2.||CD: 0|
|Reactive||Assassin gets 1 additional attack after critically hitting with daggers.||CD: 4|
|Poison Strike||Active||AGI+2d6 damage to single target. That target takes 50% of the initial damage at the end of its turn for 3 turns.||CD: 3|
|Precise Shots||Passive||Ranger's normal attacks gain bonus damage equal to 150% of Ranger's INT||CD: 0|
|Multi-Shot||Active||AGI+2d6 damage to two targets, the second shot deals 50% damage if hitting the same target as the first.||CD: 3|
|Aimed Shot||Active||250%(AGI+2d6) to a single target.||CD: 5|
|Silent Shot||Active||75%(AGI+2d6) damage to a single target. This attack generates no aggro and reduces the Ranger's aggro against that target by 10%||CD: 2|
|Hunter's Mark||Active||Applies a debuf to a single target that increases damage taken by 10%. Only 1 unit may be marked at a time.||CD: 1|
|Summon Beast: Avian||Active||25%(AGI+2d6) damage to all enemies. All enemies are distracted for 1 turn.||CD: 6|
|Spell Combo||Passive||Consecutive damage on the same target increases Scholar's INT by +1 up to a cap of +5. The Bonus is reset to 0 upon switching targets.||CD: 0|
|Speed Cast||Active||50%(INT+2d6) damage to a single target. Using this ability reduces the cooldown of spells on cooldown by 1 turn.||CD: 0|
|Haunt||Active||Inflicts 75%(INT+2d6) as a damage over time effect to a single target for 4 turns.||CD: 6|
INT+2d6 to a 3x3 area, allies are healed for the 2x the total damage, divided equally among allies.
200%(INT+2d6) to all enemies 4 turns after the ability is used.
|Shockwave||Active||150%(INT+2d6) to enemies in row in front of Scholar. Enemy squares hit by Shockwave are considered occupied for 1 turn.||CD: 5|
- Rework in Progress!
11/1 Assassin/General: Stealth added as keyword under combat effects. Stealth now prevents enemy interceptions while attacking.
11/1 Assassin: Vital strikes lvl 1 changed to give the Assassin +1 crit chance for each dagger that he has equipped.
11/1 All Classes: any 1d10 rolls changed to 2d6 .
11/1 Guardian: "Intercept" renamed to "Sentinel" to avoid confusion with intercept mechanic.
11/1 Weapon Master: Spin Attack lvl 1 changed from hitting all enemies to hitting all enemies adjacent to the Weapon Master.
11/1 Scholar: Soul Siphon lvl 1 AoE radius reduced to a 3x3 area, healing generated from the ability increased to compensate.
10/18 Guardian: Counter Attack renamed to Counter Strike to reduce confusion.
10/17 Assassin: Vital Strikes lvl 1 changed to "Critical hits by the assassin deal 3x damage instead of 2x damage when attacking with melee attacks".
10/17 Assassin: STR scaling added to the ability Speed Demon.